This patch includes several QOL changes, expanded Donkey Companion Inventory space, as well as various updates to gameplay difficulty modes (particularly for Normal mode).
This update may interfere with Item Saves from previous save games. New games will be unaffected. However, if you do experience inventory issues after this update, moving bugged items around should reset them. The foreseeable issue is due to changes in the size/shape of some items and/or some inventories that older save games have already recorded. Moving any bugged items around should update their sizes and positions.
Health & Difficulty QOL Changes
Health will now slowly regenerate passively, especially on lower difficulty modes
On harder difficulty modes this is reduced aggressively, and on 'realistic' health regenerates very slowly on its own
Updated the behaviour of health potions: a portion of health potions' restore value is now given immediately while the rest regenerates passively over the next two minutes
On easier difficulty modes, more health is given up front; the ratio of immediate-health versus health-over-time is greater on lower difficulty settings
Incoming damage now scales slightly down on normal mode
Food loss no longer occurs on death when playing on the easiest difficulty mode; potential food loss on death now scales with difficulty
Added a tutorial monument and logbook entry to explain various types of bleeds and other injuries; the logbook entry for this now describes different injury status effects, shows their symbols, and explains how to fix them
Stamina regen and sprinting stamina drain are now applied by timer rather than by tick, which should more consistently apply stamina regeneration at low framerates
The apothecary in Gravenstaad will now stock health potions and stamina potions
Stamina regeneration now scales up slightly on easier difficulty modes
Inventory / Other changes:
Significantly increased the vertical size of the Donkey Companion's saddlebags, allowing for more item storage
Cucumbers and some other items can now stack
Increased stack size of several item types
Decreased the weight of several items slightly
Reduced the size of some plants (including wild hemp) which should help reduce inventory burden for commonly used items further
Fixed a Navmesh issue potentially causing enemy NPCs in the hostile keep to get stuck while chasing the player downstairs from the roof
This change list will be live on the Beta branch later today and live on main branch for all players this evening or tomorrow.
